Jump to content

Adie123

Members
  • Posts

    114
  • Joined

  • Last visited

Everything posted by Adie123

  1. Incorrect slightly. you can make parts out of many objects. placing the object of the docking port where you want it with the necessary tags etc to said object will work as the OP intends and it wont be center of mass of the whole part.
  2. The terminology is correct. They were saying keep it simple for you, rather than saying words you obviously dont know. Normals of faces = the direction they face. the opposit side of the normals facing, is invisible/see through.
  3. How i do it is, in 3dsmax i have 1 unit = 1 meter. Export to unity and change the scale factor in the inspector/model section to 1.25. The parts then get exported to mu files at their correct size when all part GROUPS are put to scale x=1, y=1 and z=1 in the hierachy
  4. In youtube do a search "blender animation to unity". there seems to be plenty there for what your asking here.
  5. What iamaphazael said and also when you drag a texture into unity files structure, click on that texture and you can tell it to allow a certain size (512x512, 1024x1024, 2048x2048, etc) 1024 is default and youll need to alter it if your using larger. Also in there, there is filter mode (default bilinear), aniso level(anistropic, default is 1) AND format (default compressed) you can alter that to 16bit or true colour. Change these settings for each texture you place into unity to get best quality your aiming for, but the black line your meaning in the OP,, i'd say it is your texture image. You havnt coloured in past the bounderies of each objects UV.
  6. KerbalSpace Program WIKI http://wiki.kerbalspaceprogram.com/wiki/Part_Modelling_Guidelines
  7. Just turn them in unity. Ive spent ages trying to get where my objects come straight from 3DSmax into unity then into ksp without messing with orientation, but they always end up wrong and i have to rotate them in unity settings to correct it.
  8. Excellent thread hooj. Well done One thing i think would be nice, would be for the community to share textures that fit the vanilla texturing. So thoughs that want their parts to fit vanilla can do so with the correct textures. I know some part creators like to be different and use their own but if everyone had access to vanilla looking textures then it would be beneficial. A request or texture section on the OP maybe for encouragment to share textures?
  9. Yes, Right clicking the part will bring up multiple duplicate actions and youll have to guess which action applies to which docking node.
  10. Im also toying with station modules as my project, which i started about 4 weeks ago. Ive change the parts so many times ive lost count I can confirm that your able to get many attach nodes on 1 part. One of my previous part versions had eight attach nodes, four on top and four on the bottom. I just had node_attach_top, node_attach_toptop, node_attach_topleft and node_attach_topright. Then similar for the bottom.
  11. Nope no confusion i dont want an attach node, which i assume you mean node_attach_top, etc in the cfg. i want a actual docking node that is like a magnet just like the other vanilla docking ports. and i found the reason why the objects disappeared out of the buildings. tested the object with part triggers layer at some stage to get it working. putting layer to default enabled them as being visible again.
  12. Yeh its axis are aligned correct. maybe you guys can decipher the issue with this info. I see my dockingNode object when in VAB or SPH but when i go into game world its disappeared. Any clues?.. I previously tested using Part Triggers on its layer, which caused the object to disappear. They show up now, after putting layer back to default, but still not acting like a docking node. The dockingNode object sits on other objects that make the whole part. Everything else looks and acts as it should.
  13. Ive just checked my object in unity and the axs alignment is exactly the same. So either i need a hierachy similar to what youve shown or its possibly because im trying to dock a vanilla dockingport with my little cube dockingnode?
  14. Are you saying that the Z of the object needs to align with Y of the global axis?.. I think i was trying to align Z to Z
  15. noone out there that can help on this? My parts project is kinda relying on this. Some insight would be much appreciated.
  16. Great so we lost several months of posts .. Been waiting a week to reread the dockingNode Unity tutorial as im stuck at adding one to my objects. Can anyone aid me and others on how to get it working? I know naming the object dockingNode (case sensitive) is required but must be something else that i missed. I read the post prior to the forums crashing and thought i could come back to it later (5 hours) when im at home and able to use the info, but alas the forums crashed and with it alot of important threads/posts have been swallowed up by the space kraken.
  17. This would be an ideal situation. The problem with having any/all modes where we can insert mods for use, is that if you get stuck or something is a little too tough, you kind of get forced to look for alternatives (mods). But if there was a locked career mode where we CAN NOT cheat on, then that helps ones satisfaction for accomplishing the mode. To everyone that viewed the point that it doesnt really matter or have any impact- Giving us the choice to stray from vanilla is a fail in my eyes. For example \'Oblivion\', i loved the game but once i figured out we could use console commands to alter much of the game, it wasnt long b4 i found myself cheating most of the time and the game died for me very quickly. So its not that easy in practice to play a game with the parts supplied to us in vanilla when you know theres many mods out there that takes all the challange out of the game. Now i dont know about you guys, but allowing us to cheat and giving us a locked vanilla mode are two absolutly different things entirely. Its not easy for everyone to ignore the fact that theres things out there that alter the game to allow you to skip merrily (or not so merrily as the case maybe) past a challenging part of the game. Please check my sugestions in the development section
  18. Im curious as to what role community mods will have on the released game, would be. I personnaly dont want to use mods unless theres a sandbox type scenerio. Having part mods inserted while playing career would surely kill the game if you have missions/tasks to do, which should be achieved with vanilla parts. Any info planned or thought through on this subject?
×
×
  • Create New...